Adventurer Shop
Basic Items
Torches (10) – 1 gp
A bundled pack of ten pitch-soaked torches. Each burns for 1 hour and sheds bright light in a 20-foot radius (dim light for another 20 feet).
Hempen Rope (50 ft.) – 1 gp
Sturdy, rough rope. Good for climbing, tying off boats, or hauling gear.
Silk Rope (50 ft.) – 10 gp
Lighter and more flexible than hempen rope, easier to knot and carry. Favoured by climbers and thieves.
Grappling Hook – 2 gp
A metal hook with four tines. Attach to a rope to scale walls or snag objects.
Crowbar – 2 gp
A solid iron bar. Grants advantage on Strength checks made to force open doors, pry crates, or lift heavy objects (DM’s discretion).
Hammer – 1 gp
A small, durable hammer suitable for spikes, pitons, and quick repairs.
Waterproof Pouch – 1 gp
A wax-sealed leather pouch. Keeps small items (maps, notes, spell components) dry even if submerged.
Healer’s Kit (10 uses) – 5 gp
A leather roll containing bandages, salves, and splints. You can expend one use to stabilize a creature at 0 hit points without needing to make a Medicine check.
Antitoxin (vial) – 50 gp
When drunk, grants advantage on saving throws against poison for 1 hour.
Potion of Healing – 50 gp
A red swirling liquid. When you drink this potion, you regain 2d4 + 2 hit points.
Rare Survival Items
Leech-Straps – 2 gp
Tight leather bands worn at the wrists and ankles. While worn, you have advantage on checks to notice leeches or similar blood-sucking parasites before they latch on.
Swampbite Repellent Salve (8 uses) – 5 gp
A thick, bitter-smelling ointment. Rubbing 1 use on exposed skin protects one creature for 8 hours. Normal insects and insect swarms have disadvantage on attacks and checks made to affect you (DM may also grant advantage on saves vs. diseases from bites).
Muck Boots – 1 gp
High, treated leather boots. While worn, reduce movement penalties from mud and shallow water by 5 feet (round in your favor).
Float-Cord (50 ft.) – 4 gp
A buoyant rope that never sinks. You have advantage on checks made to pull someone from deep water, quicksand, or similar hazards when using this rope.
Hooked Walking Staff – 1 gp
A sturdy staff with a hooked end. Grants advantage on Acrobatics or Athletics checks to keep your balance in water, mud, or on narrow ledges, and to haul someone up from a ledge or bog.
Witch’s Breath Salve – 25 gp
A sharp herbal paste. Smear a dab under your nose to ignore penalties from foul smells for 1 hour and gain advantage on saving throws against nausea, stench, or similar effects.
Toadstone Charm – 50 gp
A small, pitted stone set on a cord. While worn, you have advantage on one saving throw against being paralyzed, petrified, or restrained by swampy hazards (such as roots, mud, or ooze). After you use this benefit, the charm cracks and becomes nonmagical.
Salted Grave Rope (10 ft.) – 20 gp
A length of rope treated with holy salts. If laid in a circle over 1 minute, undead must succeed on a DC 12 Wisdom saving throw to cross it. Those that fail cannot willingly step over the line.
Marsh Lantern – 5 gp
A hooded lantern fitted with green-tinted, fog-cutting glass. Illuminates as a normal lantern, but its light is not visible beyond 60 feet through fog or heavy mist, making it harder to spot from a distance.


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